================================================================= Title : Powered Nail Cannon - Mk. 1 ( PNC or Pancy for short :) Filename : pnc1_02b.zip Version : 0.2 beta Author : Arjan van Oeveren aka Mister Metal Email Address : 0voeveren01@flnet.nl Homepage : http://www.flnet.nl/~0voeveren01 Any bugs, suggestions and opinions concerning Pancy to the above adress. Description : The Powered Nail Cannon is a heavy duty mowing machine >:) It slices, it dices and then some... It the final answer to all your pesky little problems (or so it seems). But seriously. I wanted to have a chaingun like in Doom. One with bullets that have zero travel time. In my opinion, the standard S. nailgun is comparable to the plasma cannon in Doom. It's pretty decent on short range, but it loses it's effectiveness on the longer distances, due to the nature of it's firing, the bullets getting spread thinner and thinner and stuff... doing little to no damage. Furthermore, it should act like 'Painless' from the movie 'Predator' (if you haven't seen it, do it now), so when you run out of nails, it keeps on spinnin'... ... until your powercells are burnt up, of course. Yep, you guessed it, if you hadn't already. Pancy eats nails AND cels, simultaneously. It's not just a 'nice touch' to keep her running, but it can serve to be usefull too, because Pancy does also damage when something hits her barrel(s). So if you're in a shoot- out and your last nail has been shot... charge forward and shove Pancy in the guts of your opponent! Or better still! Shove it up his guts -while- firing! That'll teach him! Anyways, in this mode, you could compare her with the chainsaw in Doom, hehehe ... Of course, Pancy has some 'bad' sides too. She is a heavy- weight, so it takes a while for her to get up to speed. And to stop again of course. In these spinup and spindown times you're not lucky, because you can't change weapons until Pancy has come to a full stop. (Imagine what would happen if you misplaced a spinning minigun halfway down you're body... something might get caught between the barrels... ouch! >:) Needless to say that Pancy ain't the quietest of weapons either. So while you're still spinning up, monsters will already have heard you and have started to attack yer ass ! "So, is this Pancy-thingy any good then ?" you might wonder. Well, it is more powerfull than the Super Nailgun but still somewhat lesser powered than the lightning gun. It -does- have far greater range than the lightning gun though. But what fun it is to mow down a room full of grunts, dogs and enforcers. Ha ha ha ! >:) Instructions : 1. Create a directory named "pnc" in your Quake directory. 2. 'pkunzip -d' the file pnc1_02b.zip there. 3. To play with Pancy type: 'quake -game pnc' Impulses : 9 Only gives you items, no keys. 17 Gives you the keys. 15 selects the PNC 18 changes skin. You can switch between a modified one and the original. The new one is default. (these impulses are subject to change) Current Features : - uses Nails for ammo and cells for power - both ammo types are needed for firing rounds ( lotsa nails, easy on the cells ) - does damage when in contact with something: - Chainsaw mode :) ( little less easy on the cells ) - has to spinup and spindown ( takes time ) - keeps on spinning when running out of nails and cells are still available. - Pancy makes enough ruckus to piss-off monsters even when she spins idle. - New sounds & graphics. Updates : - Rewriten QuakeC code. The PNC is now an extra weapon, not just a hacked Super Nailgun. - New model, well modified at least. It has now frames to correctly spin idle as well as spinup and spindown. New skin also, but the old one is also available (you may like the old one better). (It's, er, -gold- now) I'm not really an artist and this is the best I could do for now. I just wanted a new skin to differentiate between the PNC and the Super Nailgun. Ah, well. It's up to you. Planned Features : - Restrict player movements somewhat while firing Pancy. I don't like the TeamFortress solution of forcing a player to a halt, but a speed reduction should be implemented, I think. - Better sounds (eg: when you abort a spinup you'll hear a complete spindown, should be partial) 'Chainsaw' mode needs better sounds too. - Different modes of operation: - Economy mode (like it is now) what: Normal mode of operation. Slow spinup and spindown. needs: 1 Cell for a 0.7 sec spinup 1 Cell every 8 rounds use: Casual killing - Burst mode what: Fast spinup.(maybe faster spindown too) needs: 10 Cells for a 0.1 sec spinup 1 Cell every 8 rounds use: When you're likely to run into a tough opponent (read: DeathMatch) - Standby mode what: Keeps the barrel spinning idle for instant firing action, when needed. needs: 1 Cell for a 0.7 sec spinup 1 Cell every idle second 1 Cell every 8 rounds use: When you don't want to wait on the spinup, and you don't give a damn if everyone can hear you coming 2 blocks down. (read: brawny DeathMatch) Future maybe's : - Allow weapon change while spinning with random damage as penalty. Maybe even a total-loss when a limb gets caught :) - Addition of some serious gibbing to the 'Chainsaw' mode. Eg.: at random a target may get caught and be shred to pieces, like -real- fast! Costs a bit more cells, and needs some good gory sounds too. - Whisper mode what: Silent running. Reduces Pancy's sound output. needs: 1 Cell every 2 rounds 1 Cell every 0.5 sec idle spinning use: When you don't want to be heard using Pancy and you've got cells to burn. - Smart mode: what: Only fires round if target will be hit. Saves nails. needs: 1 Cell every 2 rounds 1 Cell every 0.3 sec use: When you want to preserve your precious little nails. Makes it posibble to 'sweep' darkened rooms, without wasting M.O. Other Quake add-ons : The Death Dome - Quake DeathMatch level filename: dethdome.zip Future Plans : Quake maps (I'm working on 'Tension' now) New weapon ( the snatcher ) Additional Credits to : - id software for making a heluvagame AND releasing QuakeC. - Remko 'Zodiac' Sprik for helping me recording sounds and general support. - The TeamFortress Team for releasing their code It helped me understand the workings of QuakeC and gave me ideas how to implement things. - Ferrara Francesco, author of the QuakeC Manual. - The maker of qccdos.exe ================================================================= * Play Information * Game : Quake Single Player : Yes Cooperative : Yes (not... Deathmatch : Yes ... tested) There might be some problems with spawning and stuff, and taking over your foe's goodies, I don't know. Pancy's operation should be ok. (note the 'should' :) New Sounds : Yes New Graphics : Yes New QuakeC : Yes * Construction * Build Date : 28 Jan 97 (released) Build Time : About 1 week (needed to figure QuakeC out) Editor(s) used : Plain text editors ( dos: edit, Linux: vim ) Compiled with : qccdos.exe Testing : I've used Pancy extensively in Quake. It performs fine :) Not DeathMatch tested though. I wish I could try my level 'The DeathDome' against 3 skill-3 Reaper's and Pancy... Known Bugs : None. * Copyright / Permissions * You may use this add-on if you let me know ahead and give me credit. ( source will be available on request ) You MAY distribute this mod, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include all files in this archive intact. * Where to get this mod * My homepage: http://www.flnet.nl/~0voeveren01/quake.htm (if I still have enough diskspace) ftp.cdrom.com and its mirror sites